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Tinto Talks #23 - 31st of July

Hello everyone to another Tinto Talks, the Happy Wednesday, the day of the week where we discuss details about our super secret game with the codename Project Caesar.

This week we will delve into the glorious world of logistics and sieges. You all know the saying “amateurs talk tactics, professionals talk logistics”.

Leader Assignment
First of all, one thing we have added is what we refer to as commission time. If a character has been assigned to lead an army or navy, you can not remove him from command before at least 12 months have passed. This removes the “teleport a leader around the world” exploit, and also makes it more of a choice of how to deploy your characters.


Reinforcing Regiments
While your levies do not reinforce, your regular regiments will attempt to reinforce if you still have manpower, and get access to the goods they require. A regiment that is part of an army that is retreating, is in combat, loaded on a ship or currently taking attrition losses will not be able to reinforce.

A regiment can only reinforce in your owned locations and in a location owned by someone you are fighting a war together with, when that location is currently not occupied.

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Not many soldiers, but 5 a month is enough here …


Army Movement
When people talk about logistics it is usually intrinsically linked to the movement of armies, and movement of armies in Project Caesar has some changes in it compared to what you may be used to.

One thing that has taken its inspiration from the Hearts of Iron series is the fact that when an army is moving they will slowly be losing morale. This creates the natural flow of armies marching and then resting, and not just marching across Europe and immediately joining a battle, like the march has had no impact at all.

We also have added the fact that an army that is beyond a certain size will be marching slower, where the size is based on its total frontage it is fielding. While you can attach units to other units, this makes the attached units move slower, as military organization in the late medieval era was rather limited. In later ages you get advances that reduce this penalty significantly, completely limiting it in the Age of Revolutions, and speaking particularly about that age, we have an advance there that makes multiple corps combat more interesting, making them to ‘March to the Sound of the Guns’. This advance allows an army to automatically react, if another army of ours in an adjacent location enters combat, and then quickly march to join that battle.


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Guess which is my favorite advance from this part of the Age of the Revolutions tree?


Food and Armies
Now you are wondering, that is fine, but an army can not march on an empty stomach? That is entirely true. Each army has food it needs to consume every month, else they will start deserting and dying. If you run out of food during a siege, you are basically forced to abandon the siege very quickly as your army evaporates.

A standard infantry regiment can usually carry a few months of rations with them, but when they are gone, they are gone. Here the new category of units comes into place. One major type of the Auxiliary Category is the Logistic units, which can carry far more food than any other type of unit.



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They might be bad at fighting, but they will provide some food…



So how do you get food for your armies then? Well, if they are stationed in your own locations they will take food from the local provincial supplies, so you sometimes have to be careful about where you station your armies, so as to not cause the local population to starve. If you want to get the food from your allies or countries you have military access with, you need to negotiate a treaty that allows you to take their food supplies. This is not always something every country will accept. Your subjects have no say in this though, as most types of subject give this access implicitly.



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Maybe we should have more than a single A’Urughs…


Food Supply
When you are at war, you can steal food from occupied provinces. If you control the capital of a province, you can steal the food of the local populace there to feed your armies.

If your army is at an hostile location, where you can not get local food, you can try to trace access up to 2 locations away, through controlled locations to get the food. If you can’t reach your own locations at that distance there are two ways to get food to your armies.

First of all, if there is a Supply Depot within that range, your army will draw food from it. A Supply Depot can be created by any army and you can deposit food until its maximum storage capabilities, and any army within range can withdraw from it. Any army can gather food from their homeland and deposit it into the depot if there's space. There are advances increasing the capacity of your depots as well.

You also have capacity for the navies to provide logistic support as well. There are two unit abilities that can be done for them, gathering food and distributing food. Gather food will take food from any adjacent province you own, and your fleet can store food depending on the food carrying capacity of the ships. Distributing food allows a navy to act like a floating supply depot that your armies can get food from.

While we do understand that not every player may enjoy caring much about logistics, for those you can assign logistic objectives to supporting armies and navies, and then they will solve it for your main armies.

You also steal food from your enemy in a battle when they are defeated, as a defeated army can not protect their entire baggage train as they try to escape.

Sieges and Occupations

Now let's turn to the second part of this talk, where we will talk about how sieges will work. First of all, there are two different types to talk about here, as not all locations are equal. Locations without any fortifications will not have any long siege, but an army with a single full strength regiment is enough to take it in a few weeks. A location with some sort of fortifications requires a full siege though.

siege_progress.png

Having an offensive societal value is not ideal to defend your sieges..

Food has a significant impact on how you plan your military campaigns, as it affects how long you can sustain a siege. The key thing here, and this is something I am a big fan of, is that sieges are gambles. You don’t know when a fort will fall, and now with the fact that if you run out of food you will run the risk of actually losing and failing a siege. About every 30 days there is a chance for something to happen in the siege, with chances of it getting worse for defenders or another month of holding out.

siege_outcome.png

It won’t surrender immediately, but maybe we can avoid disease amongst our troops..

With these changes, the assault is now a more potentially viable option, as either you win, and save time and food, or you fail the assault, and have taken casualties and thus preserving your food supply longer.

While besieging a coastal location, it is not only important to blockade it making the siege faster, it can also at the same time supply your army with food.

Automatic Control
As the map is more granular than in previous games we have made, warfare would turn into a massive slog to manually siege or occupy every single location. Now while we have automation systems, it still would not be very fun. Project Caesar has two different ways to automatically gain control over several locations at once. First of all, if you take a fort, all locations in its zone of control will start changing control to you. This is also valid for forts owned by an enemy if we have taken it. Secondly, if you take the capital you will start getting control over all locations in that province. Of course, this is blocked by hostile armies and forts.

As mentioned in previous posts on the forum, we have the zone of control system in Project Caesar as well, but the one with far less complicated rules that was used in Imperator Rome. As you might have noticed earlier, there is an advance in the Age of Revolutions that allows you to ignore Zone of Control. While that may be useful to chase down enemy armies, you often want to take forts and cities anyway to get your logistics sorted out.

Recruitment Options
One thing that has not been mentioned yet about the military is that we have different recruitment methods for regiments, where you can either rush the training so a regiment can be ready much quicker, but at far less strength, or spend more time in training and start with higher experience.


recruit_methods.png

So training does pay off!


Next week we will talk about ships, and some aspects of the naval part of the game.
 

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You want to tell the guys with the weapons that they have to starve so the people without the weapons get their food?
well

if you have an 8 months supply of food and you want to share 3 months worth of it to the local pop you should be able to do so

like, you could have extra auxiliaries to logi supply quickly war thorned regions or in general regions where a lot of people marched

so why not?
 
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no, you can just walk over it

Not sure I like what I'm seeing for this particular notice.

You shouldn't be able to go directly THROUGH a fortification, even if you're ignoring the whole 'zone of control' it projects. It's still a literal fortification that one shouldn't just phase through, and in cases like crossings (Thinking Sea of Marmara crossings), and certain areas that historically were and even in modern warfare are choke points (Thinking the northern part of Crimea) if there would be no way to move around the fort that this mechanic shouldn't allow it.

I hope at the very least this is a moddable behavior, because it also creates some notable problems in certain mods that are going to want to move into Project Caesar eventually.
 
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What happens if your leader dies in combat, do we have to march the entire army home just to get 1 guy? Or is their some sort of field promotion system where one of their subordinates takes charge, maybe from a pool of backup leaders.

yeah, it kind of sucks... with the new changes I just made, for it taking TIME before a leader is effective, that rule is being changed.

now you need a friendly controlled location to assgin a leader.
 
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[Supply depots] are destroyed at the end of the war.
What happens to the food in them?

Day 1 asking for Tinto to flesh out Australia/Oceania Particularly Tu'i Tonga vassal system
This will get boring quickly, seeing there's at least another half a dozen tinto maps with actual known information (maybe even the full dozen) before it starts being mostly fantasy.

And oceania shouldn't be one of the first of those even. The start date actually falls within the Wikipedia margins of when Polynesians started settling New Zealand
 
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Not atm, but Bohemia has Wagenburg in the Age of Renaissance which is an auxilirary unit with high initative that takes a lot less damage.
Can elephant cavalry function as a makeshift supply unit? in other words do they have an absurdly high food capacity, due to their huge carrying capacity. Though they should also have a huge food consumption, because it's you know, an elephant.
 
Will Battles become more integral to warscore by the age of revolutions as sieges decline? (Will Battles give more warscore and occupation give less?)
Or will the Napoleonic Warfare tech by the main way to model the warfare of the era?
 
Can a retreating army leave behind guns, wagons and other slow things, but keep the men that were using them, or does leaving behind guns also lose the gunners?

Assuming artillery loses guns, cavalry loses horses, or something similar, and men are not lost. Will the men still be available as trained soldiers or will they revert to untrained manpower or civilians? Does that even matter, how valuable are gunners compared to guns?
 
I hope it will be possible to capture coffee from the turks at Vienna and then open the first european café there :D
This needs to be a flavour event.
 
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Reinforcing Regiments
While your levies do not reinforce, your regular regiments will attempt to reinforce if you still have manpower, and get access to the goods they require. A regiment that is part of an army that is retreating, is in combat, loaded on a ship or currently taking attrition losses will not be able to reinforce.

A regiment can only reinforce in your owned locations and in a location owned by someone you are fighting a war together with, when that location is currently not occupied.

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Not many soldiers, but 5 a month is enough here …

This brings up the old discussion about when is realism intruding on enjoyment of gameplay?

"A regiment currently taking attrition losses will not be able to reinforce."
Is this even realistic? We are not talking a single battle in one day. Units can be on enemy ground or in sieges from weeks to months or even longer. Realistically Armies reinforced there abroad forces in several weeks consistently. Reinforcement troops were mostly not raised from local territories, but rather from home territories far away.
A prime example is Italian/Venetian Naval supply ships reinforcing European Crusader armies in the Middle East for several decades. And not only on owned territory they held, but also to conquering territories and cities as they progressed.
Additionally many conquering armies were able to periodically reinforce there invading armies by convincing disgruntled nobles, vassals and occupied people to switch sides, rebel and join the invading forces. This happened all the time, studying the Ottoman invasions into Eastern Europe every single raid of conquest or battle had nobles and vassals switch sides and send support troops to both sides.
Without the ability to reinforce from abroad for conquering armies, they will have to constantly run back and forth to owned territories to be able to maintain long 1 year-10 year wars. What we definitely do not need at all is more Armies running around the map back and forth for hours of game time, it was way to much in the previous games already. This sound like a step down. And diminishing returns for exacting details that override the actual fun of the game and is it worth it if it reduces the enjoyment of the game. How can this mechanic which is not realistic be changed to have reinforcement from abroad or risen nobles, vassals or rebels work, and in a way that it is enjoyable and not added tedium to the game?
 
Will there be engineers as an auxiliary unit at some point in the game?
 
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